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Concept Refinement Reviews
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team ark

 System Assembly
Average Rating
 
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1-marginal     2-ok    3-good     4-very good    5-outstanding

System assembly design and storyboard comments

Client 1:

comments provided on Anika Yasmin's review form
This is a really unique concept, that I think could be a lot of fun!


Reviewer 7:

comments provided on Anika Yasmin's review form
N/A (previously reviewed)


Reviewer 8:

comments provided on Anika Yasmin's review form
I think this could be a fun game, and would get more difficult with more people! I guess it's kind of hard to tell at this point, but it'd be interesting through more testing to see how difficult the room would be. It could be cool to test out different number of a certain color's hand holds. For example, if the walls flashed purple, but there's only one blue hand hold that's really far away .


Reviewer 9:

comments provided on Anika Yasmin's review form
The storyboard shows how the users would initially interact with the rock wall and how they would figure out the link between the light colors and the rock colors. The game seems to fit the Open World concept well and scales nicely for teams of different sizes. One thing that is unclear is what happens if the players touch the ground. Is there any kind of penalty or loss? Otherwise, well done!


Reviewer 10:

comments provided on Claire Robinson's review form
The storyboard and assembly seem very feasible and fun. I think the theming is spot on and the color choices work well. How far out do the ledges come off the wall? I don't think this was mentioned, but I think this depth could change the gameplay.


Reviewer 11:

comments provided on Claire Robinson's review form
This is a good user test and analysis of the feedback. I'm excited to see how the lessons learned are implemented in the final design.


Reviewer 12:

comments provided on Claire Robinson's review form
I think that the overall system assembly and the storyboard would look great when actually implemented. It seems like the correct balance of physical and fun elements coupled with light effects. However, given the size of the room, it seems that large teams would be able to accomplish the tasks very easily. The team should test the gameplay with more people to assess its success rate.


Reviewer 13:

comments provided on Jana Saadi's review form
This should integrate well! There will definitely need to be many wires going throughout the room for all of the holds, so good luck with all of the circuitry! This game will be a blast if some details with the texture of the holds and the kinds of holds that you want to use are sorted out a little more to ensure users have a chance.


Reviewer 14:

comments provided on Jana Saadi's review form
I really like the storyboard and the concept, I just wish there was a more satisfying end thank finishing a couple of rounds. Introducing a journey from the moment they enter the room (perhaps through audio) could be a good way to lead up to a more exciting end through accomplishing a task bigger than just all touching the same color. Maybe the head candy maker spilled all of his jelly beans and is trying to sort them back into the right colors--every time they complete one round of "twister", the jar fills up a bit.


Reviewer 15:

comments provided on Jana Saadi's review form
I love the theme I think it's super fun and colorful


Reviewer 16:

comments provided on Jana Saadi's review form
The room seems simple yet fun -- a good difficulty level. It reminds me of 27 seconds at Boda Borg. Think about a different themed way of getting people off of the ground. right now it's just based on the fact the wall looks like a climbing wall. Maybe the jelly beans are melting the ground and you have to avoid them?


Reviewer 17:

comments provided on Kevin Leonardo's review form
The storyboard is clear. In terms of the gameplay, I think this game will be a lot of fun and is hard enough to provide a pretty good mental and physical challenge. I really like that you have to think about how primary colors mix to make secondary colors! Good job with testing the user experience. I was also concerned about the intuitiveness of mixing primary colors to make secondary colors, but I am glad you tested this. For your system assembly, I thought all components looked well thought-out. I really liked that you incorporated different shaped jelly beans for increased complexity.


Reviewer 18:

comments provided on Kevin Leonardo's review form
The overall theme and storyboard look very interesting. One suggestion that I would have is to have some connections between the edges that people stand on them in the room and so that players can walk between the jars. This can add another level of difficulty to the room and improve the physical activity involvement of the room.


Reviewer 19:

comments provided on Kevin Leonardo's review form
The part about jumping onto the wall to avoid the glass seems maybe a bit forced :) but in general I like the whole theme and premise of the room. One thing you might want to consider is increasing the complexity as the users spend longer in the room. What I mean by this is starting with red is a great idea, but then maybe switch to another primary color before you begin mixing colors, just so users can get the hang of it first. I think 3 or 4 iterations of this would be good. Five seconds also might not be enough time for transitions, but you can play with that in testing.


Reviewer 20:

comments provided on Kevin Leonardo's review form
This is a beautifully rendered storyboard, and a great step up from your previous iteration.

-How is it clear that they are to not step on the broken glass? If its built into the floor, and they are standing on it when they walk it, it may not be intuitive for the players to know that "the floor is lava."

-What is the failure mode? If someone touches the ground and/or they are on the wrong colors?

-How many players do you see being able to participate at a time?


Reviewer 21:

comments provided on Khanh Nguyen's review form
The Jellybean twister experience demonstrated seems fun if I knew what the goal of the game was and how to play it. I'm a little worried that teams will get frustrated and not know how figure out the strategy to the game. Especially if players are required to know what blends of color make other colors. It might be intuitive but I from the storyboard I know I would be pretty confused the first couple of times. I couldn't find a system assembly on your website.


Reviewer 22:

comments provided on Khanh Nguyen's review form
I love how the team will have to mix colors to make purple or orange! However, I am kind of confused on how many of the rocks need to be touched to beat that specific color. Do the teams have to be touching all the blue rocks to pass the level or do they just need to not touch yellow or red rocks? Maybe that is part of the puzzle though.


Reviewer 23:

comments provided on Khanh Nguyen's review form
I like the game play a lot, simple yet fun. It takes some elements form BodaBorg but I think its fine since we are planing to make these room more physically demanding. Overall, nice schematics with some minor details still required for implementation.


Reviewer 24:

comments provided on Rima Das's review form
It's not super intuitive that all the guests will need to touch the same colored hand holds but okay. The storyboard is really nice ! I would also say that starting with red might be misleading because red as a light color usually means "stop" or "no" which might confuse the guests


Reviewer 25:

comments provided on Rima Das's review form
The one thing missing for me... what are the walls going to be made of if they need to change color? Or are you using projection mapping? I didn't see it mentioned on any pages of your team's site.


Reviewer 26:

comments provided on Rima Das's review form
The storyboard is based entirely on three components: timing, climbing, and colors. I like the climbing / physical activity, but I dislike the timing aspect of it and I especially fact that purple is not one of the colors that is on the rocks. This is not only super confusing, but is also making the challenge impossible to solve for someone who is colorblind. If you will be using colors, then think about how you can make this challenge suitable for colorblind people, because in the current implementation it is not. User colors with very high contrast and can easily be distinguished by all individuals. As for the timing aspect, how would users know that they have 5 seconds? Or how would they know that this is a time based activity? You need to provide some feedback mechanism either visual or auditory that implies that timing is involved. For instance, you could have a progress bar that goes from 0 to 100 percent.


Reviewer 27:

comments provided on Rima Das's review form
In terms of user experience, you mention some user confusion about the ledge in the "user experience" section. It seems like the resolution to this confusion isn't yet integrated into the storyboard, but it would be helpful to see how your gameplay narrative might change to either (1) make users understand they should use the ledge or (2) by contrast, make the game more challenging and realistic to real rock climbing by forcing players to put their feet on smaller holds.